sunag пре 1 година
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17d0b43abd
7 измењених фајлова са 1055 додато и 1339 уклоњено
  1. 510 658
      build/three.cjs
  2. 481 629
      build/three.core.js
  3. 0 0
      build/three.core.min.js
  4. 32 26
      build/three.webgpu.js
  5. 0 0
      build/three.webgpu.min.js
  6. 32 26
      build/three.webgpu.nodes.js
  7. 0 0
      build/three.webgpu.nodes.min.js

Разлика између датотеке није приказан због своје велике величине
+ 510 - 658
build/three.cjs


+ 481 - 629
build/three.core.js

@@ -33701,803 +33701,655 @@ class Shape extends Path {
 
 }
 
-/**
- * An implementation of the earcut polygon triangulation algorithm. The code
- * is a port of [mapbox/earcut]{@link https://github.com/mapbox/earcut mapbox/earcut} (v2.2.4).
- *
- * @hideconstructor
- */
-class Earcut {
-
-	/**
-	 * Triangulates the given shape definition by returning an array of triangles.
-	 *
-	 * @param {Array<number>} data - An array with 2D points.
-	 * @param {Array<number>} holeIndices - An array with indices defining holes.
-	 * @param {number} [dim=2] - The number of coordinates per vertex in the input array.
-	 * @return {Array<number>} An array representing the triangulated faces. Each face is defined by three consecutive numbers
-	 * representing vertex indices.
-	 */
-	static triangulate( data, holeIndices, dim = 2 ) {
+function earcut(data, holeIndices, dim = 2) {
 
-		const hasHoles = holeIndices && holeIndices.length;
-		const outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length;
-		let outerNode = linkedList( data, 0, outerLen, dim, true );
-		const triangles = [];
+    const hasHoles = holeIndices && holeIndices.length;
+    const outerLen = hasHoles ? holeIndices[0] * dim : data.length;
+    let outerNode = linkedList(data, 0, outerLen, dim, true);
+    const triangles = [];
 
-		if ( ! outerNode || outerNode.next === outerNode.prev ) return triangles;
+    if (!outerNode || outerNode.next === outerNode.prev) return triangles;
 
-		let minX, minY, maxX, maxY, x, y, invSize;
+    let minX, minY, invSize;
 
-		if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );
+    if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);
 
-		// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
-		if ( data.length > 80 * dim ) {
+    // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
+    if (data.length > 80 * dim) {
+        minX = Infinity;
+        minY = Infinity;
+        let maxX = -Infinity;
+        let maxY = -Infinity;
 
-			minX = maxX = data[ 0 ];
-			minY = maxY = data[ 1 ];
+        for (let i = dim; i < outerLen; i += dim) {
+            const x = data[i];
+            const y = data[i + 1];
+            if (x < minX) minX = x;
+            if (y < minY) minY = y;
+            if (x > maxX) maxX = x;
+            if (y > maxY) maxY = y;
+        }
 
-			for ( let i = dim; i < outerLen; i += dim ) {
+        // minX, minY and invSize are later used to transform coords into integers for z-order calculation
+        invSize = Math.max(maxX - minX, maxY - minY);
+        invSize = invSize !== 0 ? 32767 / invSize : 0;
+    }
 
-				x = data[ i ];
-				y = data[ i + 1 ];
-				if ( x < minX ) minX = x;
-				if ( y < minY ) minY = y;
-				if ( x > maxX ) maxX = x;
-				if ( y > maxY ) maxY = y;
-
-			}
-
-			// minX, minY and invSize are later used to transform coords into integers for z-order calculation
-			invSize = Math.max( maxX - minX, maxY - minY );
-			invSize = invSize !== 0 ? 32767 / invSize : 0;
-
-		}
-
-		earcutLinked( outerNode, triangles, dim, minX, minY, invSize, 0 );
-
-		return triangles;
-
-	}
+    earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0);
 
+    return triangles;
 }
 
 // create a circular doubly linked list from polygon points in the specified winding order
-function linkedList( data, start, end, dim, clockwise ) {
-
-	let i, last;
-
-	if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
-
-		for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
-
-	} else {
-
-		for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
+function linkedList(data, start, end, dim, clockwise) {
+    let last;
 
-	}
-
-	if ( last && equals( last, last.next ) ) {
-
-		removeNode( last );
-		last = last.next;
-
-	}
+    if (clockwise === (signedArea(data, start, end, dim) > 0)) {
+        for (let i = start; i < end; i += dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
+    } else {
+        for (let i = end - dim; i >= start; i -= dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);
+    }
 
-	return last;
+    if (last && equals(last, last.next)) {
+        removeNode(last);
+        last = last.next;
+    }
 
+    return last;
 }
 
 // eliminate colinear or duplicate points
-function filterPoints( start, end ) {
-
-	if ( ! start ) return start;
-	if ( ! end ) end = start;
-
-	let p = start,
-		again;
-	do {
-
-		again = false;
+function filterPoints(start, end) {
+    if (!start) return start;
+    if (!end) end = start;
 
-		if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
+    let p = start,
+        again;
+    do {
+        again = false;
 
-			removeNode( p );
-			p = end = p.prev;
-			if ( p === p.next ) break;
-			again = true;
+        if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
+            removeNode(p);
+            p = end = p.prev;
+            if (p === p.next) break;
+            again = true;
 
-		} else {
-
-			p = p.next;
-
-		}
-
-	} while ( again || p !== end );
-
-	return end;
+        } else {
+            p = p.next;
+        }
+    } while (again || p !== end);
 
+    return end;
 }
 
 // main ear slicing loop which triangulates a polygon (given as a linked list)
-function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
+function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {
+    if (!ear) return;
 
-	if ( ! ear ) return;
+    // interlink polygon nodes in z-order
+    if (!pass && invSize) indexCurve(ear, minX, minY, invSize);
 
-	// interlink polygon nodes in z-order
-	if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );
+    let stop = ear;
 
-	let stop = ear,
-		prev, next;
+    // iterate through ears, slicing them one by one
+    while (ear.prev !== ear.next) {
+        const prev = ear.prev;
+        const next = ear.next;
 
-	// iterate through ears, slicing them one by one
-	while ( ear.prev !== ear.next ) {
+        if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {
+            triangles.push(prev.i, ear.i, next.i); // cut off the triangle
 
-		prev = ear.prev;
-		next = ear.next;
+            removeNode(ear);
 
-		if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
+            // skipping the next vertex leads to less sliver triangles
+            ear = next.next;
+            stop = next.next;
 
-			// cut off the triangle
-			triangles.push( prev.i / dim | 0 );
-			triangles.push( ear.i / dim | 0 );
-			triangles.push( next.i / dim | 0 );
+            continue;
+        }
 
-			removeNode( ear );
+        ear = next;
 
-			// skipping the next vertex leads to less sliver triangles
-			ear = next.next;
-			stop = next.next;
+        // if we looped through the whole remaining polygon and can't find any more ears
+        if (ear === stop) {
+            // try filtering points and slicing again
+            if (!pass) {
+                earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);
 
-			continue;
-
-		}
+            // if this didn't work, try curing all small self-intersections locally
+            } else if (pass === 1) {
+                ear = cureLocalIntersections(filterPoints(ear), triangles);
+                earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);
 
-		ear = next;
-
-		// if we looped through the whole remaining polygon and can't find any more ears
-		if ( ear === stop ) {
-
-			// try filtering points and slicing again
-			if ( ! pass ) {
-
-				earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
-
-				// if this didn't work, try curing all small self-intersections locally
-
-			} else if ( pass === 1 ) {
-
-				ear = cureLocalIntersections( filterPoints( ear ), triangles, dim );
-				earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
-
-				// as a last resort, try splitting the remaining polygon into two
-
-			} else if ( pass === 2 ) {
-
-				splitEarcut( ear, triangles, dim, minX, minY, invSize );
-
-			}
-
-			break;
-
-		}
-
-	}
+            // as a last resort, try splitting the remaining polygon into two
+            } else if (pass === 2) {
+                splitEarcut(ear, triangles, dim, minX, minY, invSize);
+            }
 
+            break;
+        }
+    }
 }
 
 // check whether a polygon node forms a valid ear with adjacent nodes
-function isEar( ear ) {
-
-	const a = ear.prev,
-		b = ear,
-		c = ear.next;
-
-	if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
+function isEar(ear) {
+    const a = ear.prev,
+        b = ear,
+        c = ear.next;
 
-	// now make sure we don't have other points inside the potential ear
-	const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
+    if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
 
-	// triangle bbox; min & max are calculated like this for speed
-	const x0 = ax < bx ? ( ax < cx ? ax : cx ) : ( bx < cx ? bx : cx ),
-		y0 = ay < by ? ( ay < cy ? ay : cy ) : ( by < cy ? by : cy ),
-		x1 = ax > bx ? ( ax > cx ? ax : cx ) : ( bx > cx ? bx : cx ),
-		y1 = ay > by ? ( ay > cy ? ay : cy ) : ( by > cy ? by : cy );
+    // now make sure we don't have other points inside the potential ear
+    const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
 
-	let p = c.next;
-	while ( p !== a ) {
+    // triangle bbox
+    const x0 = Math.min(ax, bx, cx),
+        y0 = Math.min(ay, by, cy),
+        x1 = Math.max(ax, bx, cx),
+        y1 = Math.max(ay, by, cy);
 
-		if ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&
-			pointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) &&
-			area( p.prev, p, p.next ) >= 0 ) return false;
-		p = p.next;
-
-	}
-
-	return true;
+    let p = c.next;
+    while (p !== a) {
+        if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&
+            pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) &&
+            area(p.prev, p, p.next) >= 0) return false;
+        p = p.next;
+    }
 
+    return true;
 }
 
-function isEarHashed( ear, minX, minY, invSize ) {
+function isEarHashed(ear, minX, minY, invSize) {
+    const a = ear.prev,
+        b = ear,
+        c = ear.next;
 
-	const a = ear.prev,
-		b = ear,
-		c = ear.next;
+    if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
 
-	if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
+    const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
 
-	const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
+    // triangle bbox
+    const x0 = Math.min(ax, bx, cx),
+        y0 = Math.min(ay, by, cy),
+        x1 = Math.max(ax, bx, cx),
+        y1 = Math.max(ay, by, cy);
 
-	// triangle bbox; min & max are calculated like this for speed
-	const x0 = ax < bx ? ( ax < cx ? ax : cx ) : ( bx < cx ? bx : cx ),
-		y0 = ay < by ? ( ay < cy ? ay : cy ) : ( by < cy ? by : cy ),
-		x1 = ax > bx ? ( ax > cx ? ax : cx ) : ( bx > cx ? bx : cx ),
-		y1 = ay > by ? ( ay > cy ? ay : cy ) : ( by > cy ? by : cy );
+    // z-order range for the current triangle bbox;
+    const minZ = zOrder(x0, y0, minX, minY, invSize),
+        maxZ = zOrder(x1, y1, minX, minY, invSize);
 
-	// z-order range for the current triangle bbox;
-	const minZ = zOrder( x0, y0, minX, minY, invSize ),
-		maxZ = zOrder( x1, y1, minX, minY, invSize );
+    let p = ear.prevZ,
+        n = ear.nextZ;
 
-	let p = ear.prevZ,
-		n = ear.nextZ;
+    // look for points inside the triangle in both directions
+    while (p && p.z >= minZ && n && n.z <= maxZ) {
+        if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
+            pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
+        p = p.prevZ;
 
-	// look for points inside the triangle in both directions
-	while ( p && p.z >= minZ && n && n.z <= maxZ ) {
-
-		if ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
-			pointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) return false;
-		p = p.prevZ;
-
-		if ( n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
-			pointInTriangle( ax, ay, bx, by, cx, cy, n.x, n.y ) && area( n.prev, n, n.next ) >= 0 ) return false;
-		n = n.nextZ;
-
-	}
-
-	// look for remaining points in decreasing z-order
-	while ( p && p.z >= minZ ) {
-
-		if ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
-			pointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) return false;
-		p = p.prevZ;
-
-	}
+        if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
+            pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
+        n = n.nextZ;
+    }
 
-	// look for remaining points in increasing z-order
-	while ( n && n.z <= maxZ ) {
+    // look for remaining points in decreasing z-order
+    while (p && p.z >= minZ) {
+        if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
+            pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
+        p = p.prevZ;
+    }
 
-		if ( n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
-			pointInTriangle( ax, ay, bx, by, cx, cy, n.x, n.y ) && area( n.prev, n, n.next ) >= 0 ) return false;
-		n = n.nextZ;
-
-	}
-
-	return true;
+    // look for remaining points in increasing z-order
+    while (n && n.z <= maxZ) {
+        if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
+            pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
+        n = n.nextZ;
+    }
 
+    return true;
 }
 
 // go through all polygon nodes and cure small local self-intersections
-function cureLocalIntersections( start, triangles, dim ) {
+function cureLocalIntersections(start, triangles) {
+    let p = start;
+    do {
+        const a = p.prev,
+            b = p.next.next;
 
-	let p = start;
-	do {
+        if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
 
-		const a = p.prev,
-			b = p.next.next;
+            triangles.push(a.i, p.i, b.i);
 
-		if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
+            // remove two nodes involved
+            removeNode(p);
+            removeNode(p.next);
 
-			triangles.push( a.i / dim | 0 );
-			triangles.push( p.i / dim | 0 );
-			triangles.push( b.i / dim | 0 );
-
-			// remove two nodes involved
-			removeNode( p );
-			removeNode( p.next );
-
-			p = start = b;
-
-		}
-
-		p = p.next;
-
-	} while ( p !== start );
-
-	return filterPoints( p );
+            p = start = b;
+        }
+        p = p.next;
+    } while (p !== start);
 
+    return filterPoints(p);
 }
 
 // try splitting polygon into two and triangulate them independently
-function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
-
-	// look for a valid diagonal that divides the polygon into two
-	let a = start;
-	do {
-
-		let b = a.next.next;
-		while ( b !== a.prev ) {
-
-			if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
-
-				// split the polygon in two by the diagonal
-				let c = splitPolygon( a, b );
-
-				// filter colinear points around the cuts
-				a = filterPoints( a, a.next );
-				c = filterPoints( c, c.next );
-
-				// run earcut on each half
-				earcutLinked( a, triangles, dim, minX, minY, invSize, 0 );
-				earcutLinked( c, triangles, dim, minX, minY, invSize, 0 );
-				return;
-
-			}
-
-			b = b.next;
-
-		}
-
-		a = a.next;
-
-	} while ( a !== start );
-
+function splitEarcut(start, triangles, dim, minX, minY, invSize) {
+    // look for a valid diagonal that divides the polygon into two
+    let a = start;
+    do {
+        let b = a.next.next;
+        while (b !== a.prev) {
+            if (a.i !== b.i && isValidDiagonal(a, b)) {
+                // split the polygon in two by the diagonal
+                let c = splitPolygon(a, b);
+
+                // filter colinear points around the cuts
+                a = filterPoints(a, a.next);
+                c = filterPoints(c, c.next);
+
+                // run earcut on each half
+                earcutLinked(a, triangles, dim, minX, minY, invSize, 0);
+                earcutLinked(c, triangles, dim, minX, minY, invSize, 0);
+                return;
+            }
+            b = b.next;
+        }
+        a = a.next;
+    } while (a !== start);
 }
 
 // link every hole into the outer loop, producing a single-ring polygon without holes
-function eliminateHoles( data, holeIndices, outerNode, dim ) {
-
-	const queue = [];
-	let i, len, start, end, list;
-
-	for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
-
-		start = holeIndices[ i ] * dim;
-		end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
-		list = linkedList( data, start, end, dim, false );
-		if ( list === list.next ) list.steiner = true;
-		queue.push( getLeftmost( list ) );
-
-	}
-
-	queue.sort( compareX );
+function eliminateHoles(data, holeIndices, outerNode, dim) {
+    const queue = [];
 
-	// process holes from left to right
-	for ( i = 0; i < queue.length; i ++ ) {
+    for (let i = 0, len = holeIndices.length; i < len; i++) {
+        const start = holeIndices[i] * dim;
+        const end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
+        const list = linkedList(data, start, end, dim, false);
+        if (list === list.next) list.steiner = true;
+        queue.push(getLeftmost(list));
+    }
 
-		outerNode = eliminateHole( queue[ i ], outerNode );
-
-	}
+    queue.sort(compareXYSlope);
 
-	return outerNode;
+    // process holes from left to right
+    for (let i = 0; i < queue.length; i++) {
+        outerNode = eliminateHole(queue[i], outerNode);
+    }
 
+    return outerNode;
 }
 
-function compareX( a, b ) {
-
-	return a.x - b.x;
-
+function compareXYSlope(a, b) {
+    let result = a.x - b.x;
+    // when the left-most point of 2 holes meet at a vertex, sort the holes counterclockwise so that when we find
+    // the bridge to the outer shell is always the point that they meet at.
+    if (result === 0) {
+        result = a.y - b.y;
+        if (result === 0) {
+            const aSlope = (a.next.y - a.y) / (a.next.x - a.x);
+            const bSlope = (b.next.y - b.y) / (b.next.x - b.x);
+            result = aSlope - bSlope;
+        }
+    }
+    return result;
 }
 
-// find a bridge between vertices that connects hole with an outer ring and link it
-function eliminateHole( hole, outerNode ) {
+// find a bridge between vertices that connects hole with an outer ring and and link it
+function eliminateHole(hole, outerNode) {
+    const bridge = findHoleBridge(hole, outerNode);
+    if (!bridge) {
+        return outerNode;
+    }
 
-	const bridge = findHoleBridge( hole, outerNode );
-	if ( ! bridge ) {
-
-		return outerNode;
-
-	}
-
-	const bridgeReverse = splitPolygon( bridge, hole );
-
-	// filter collinear points around the cuts
-	filterPoints( bridgeReverse, bridgeReverse.next );
-	return filterPoints( bridge, bridge.next );
+    const bridgeReverse = splitPolygon(bridge, hole);
 
+    // filter collinear points around the cuts
+    filterPoints(bridgeReverse, bridgeReverse.next);
+    return filterPoints(bridge, bridge.next);
 }
 
 // David Eberly's algorithm for finding a bridge between hole and outer polygon
-function findHoleBridge( hole, outerNode ) {
-
-	let p = outerNode,
-		qx = - Infinity,
-		m;
-
-	const hx = hole.x, hy = hole.y;
-
-	// find a segment intersected by a ray from the hole's leftmost point to the left;
-	// segment's endpoint with lesser x will be potential connection point
-	do {
-
-		if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
-
-			const x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
-			if ( x <= hx && x > qx ) {
-
-				qx = x;
-				m = p.x < p.next.x ? p : p.next;
-				if ( x === hx ) return m; // hole touches outer segment; pick leftmost endpoint
-
-			}
-
-		}
-
-		p = p.next;
-
-	} while ( p !== outerNode );
-
-	if ( ! m ) return null;
-
-	// look for points inside the triangle of hole point, segment intersection and endpoint;
-	// if there are no points found, we have a valid connection;
-	// otherwise choose the point of the minimum angle with the ray as connection point
-
-	const stop = m,
-		mx = m.x,
-		my = m.y;
-	let tanMin = Infinity, tan;
-
-	p = m;
-
-	do {
-
-		if ( hx >= p.x && p.x >= mx && hx !== p.x &&
-				pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
-
-			tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
-
-			if ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) {
-
-				m = p;
-				tanMin = tan;
-
-			}
-
-		}
-
-		p = p.next;
-
-	} while ( p !== stop );
-
-	return m;
-
+function findHoleBridge(hole, outerNode) {
+    let p = outerNode;
+    const hx = hole.x;
+    const hy = hole.y;
+    let qx = -Infinity;
+    let m;
+
+    // find a segment intersected by a ray from the hole's leftmost point to the left;
+    // segment's endpoint with lesser x will be potential connection point
+    // unless they intersect at a vertex, then choose the vertex
+    if (equals(hole, p)) return p;
+    do {
+        if (equals(hole, p.next)) return p.next;
+        else if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {
+            const x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
+            if (x <= hx && x > qx) {
+                qx = x;
+                m = p.x < p.next.x ? p : p.next;
+                if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint
+            }
+        }
+        p = p.next;
+    } while (p !== outerNode);
+
+    if (!m) return null;
+
+    // look for points inside the triangle of hole point, segment intersection and endpoint;
+    // if there are no points found, we have a valid connection;
+    // otherwise choose the point of the minimum angle with the ray as connection point
+
+    const stop = m;
+    const mx = m.x;
+    const my = m.y;
+    let tanMin = Infinity;
+
+    p = m;
+
+    do {
+        if (hx >= p.x && p.x >= mx && hx !== p.x &&
+                pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {
+
+            const tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
+
+            if (locallyInside(p, hole) &&
+                (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) {
+                m = p;
+                tanMin = tan;
+            }
+        }
+
+        p = p.next;
+    } while (p !== stop);
+
+    return m;
 }
 
 // whether sector in vertex m contains sector in vertex p in the same coordinates
-function sectorContainsSector( m, p ) {
-
-	return area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0;
-
+function sectorContainsSector(m, p) {
+    return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;
 }
 
 // interlink polygon nodes in z-order
-function indexCurve( start, minX, minY, invSize ) {
-
-	let p = start;
-	do {
-
-		if ( p.z === 0 ) p.z = zOrder( p.x, p.y, minX, minY, invSize );
-		p.prevZ = p.prev;
-		p.nextZ = p.next;
-		p = p.next;
-
-	} while ( p !== start );
-
-	p.prevZ.nextZ = null;
-	p.prevZ = null;
+function indexCurve(start, minX, minY, invSize) {
+    let p = start;
+    do {
+        if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize);
+        p.prevZ = p.prev;
+        p.nextZ = p.next;
+        p = p.next;
+    } while (p !== start);
 
-	sortLinked( p );
+    p.prevZ.nextZ = null;
+    p.prevZ = null;
 
+    sortLinked(p);
 }
 
 // Simon Tatham's linked list merge sort algorithm
 // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
-function sortLinked( list ) {
-
-	let i, p, q, e, tail, numMerges, pSize, qSize,
-		inSize = 1;
-
-	do {
-
-		p = list;
-		list = null;
-		tail = null;
-		numMerges = 0;
-
-		while ( p ) {
-
-			numMerges ++;
-			q = p;
-			pSize = 0;
-			for ( i = 0; i < inSize; i ++ ) {
-
-				pSize ++;
-				q = q.nextZ;
-				if ( ! q ) break;
-
-			}
-
-			qSize = inSize;
-
-			while ( pSize > 0 || ( qSize > 0 && q ) ) {
-
-				if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
-
-					e = p;
-					p = p.nextZ;
-					pSize --;
-
-				} else {
-
-					e = q;
-					q = q.nextZ;
-					qSize --;
-
-				}
-
-				if ( tail ) tail.nextZ = e;
-				else list = e;
-
-				e.prevZ = tail;
-				tail = e;
-
-			}
-
-			p = q;
-
-		}
-
-		tail.nextZ = null;
-		inSize *= 2;
-
-	} while ( numMerges > 1 );
-
-	return list;
-
+function sortLinked(list) {
+    let numMerges;
+    let inSize = 1;
+
+    do {
+        let p = list;
+        let e;
+        list = null;
+        let tail = null;
+        numMerges = 0;
+
+        while (p) {
+            numMerges++;
+            let q = p;
+            let pSize = 0;
+            for (let i = 0; i < inSize; i++) {
+                pSize++;
+                q = q.nextZ;
+                if (!q) break;
+            }
+            let qSize = inSize;
+
+            while (pSize > 0 || (qSize > 0 && q)) {
+
+                if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {
+                    e = p;
+                    p = p.nextZ;
+                    pSize--;
+                } else {
+                    e = q;
+                    q = q.nextZ;
+                    qSize--;
+                }
+
+                if (tail) tail.nextZ = e;
+                else list = e;
+
+                e.prevZ = tail;
+                tail = e;
+            }
+
+            p = q;
+        }
+
+        tail.nextZ = null;
+        inSize *= 2;
+
+    } while (numMerges > 1);
+
+    return list;
 }
 
 // z-order of a point given coords and inverse of the longer side of data bbox
-function zOrder( x, y, minX, minY, invSize ) {
+function zOrder(x, y, minX, minY, invSize) {
+    // coords are transformed into non-negative 15-bit integer range
+    x = (x - minX) * invSize | 0;
+    y = (y - minY) * invSize | 0;
 
-	// coords are transformed into non-negative 15-bit integer range
-	x = ( x - minX ) * invSize | 0;
-	y = ( y - minY ) * invSize | 0;
+    x = (x | (x << 8)) & 0x00FF00FF;
+    x = (x | (x << 4)) & 0x0F0F0F0F;
+    x = (x | (x << 2)) & 0x33333333;
+    x = (x | (x << 1)) & 0x55555555;
 
-	x = ( x | ( x << 8 ) ) & 0x00FF00FF;
-	x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
-	x = ( x | ( x << 2 ) ) & 0x33333333;
-	x = ( x | ( x << 1 ) ) & 0x55555555;
-
-	y = ( y | ( y << 8 ) ) & 0x00FF00FF;
-	y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
-	y = ( y | ( y << 2 ) ) & 0x33333333;
-	y = ( y | ( y << 1 ) ) & 0x55555555;
-
-	return x | ( y << 1 );
+    y = (y | (y << 8)) & 0x00FF00FF;
+    y = (y | (y << 4)) & 0x0F0F0F0F;
+    y = (y | (y << 2)) & 0x33333333;
+    y = (y | (y << 1)) & 0x55555555;
 
+    return x | (y << 1);
 }
 
 // find the leftmost node of a polygon ring
-function getLeftmost( start ) {
-
-	let p = start,
-		leftmost = start;
-	do {
-
-		if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p;
-		p = p.next;
-
-	} while ( p !== start );
-
-	return leftmost;
+function getLeftmost(start) {
+    let p = start,
+        leftmost = start;
+    do {
+        if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p;
+        p = p.next;
+    } while (p !== start);
 
+    return leftmost;
 }
 
 // check if a point lies within a convex triangle
-function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
-
-	return ( cx - px ) * ( ay - py ) >= ( ax - px ) * ( cy - py ) &&
-           ( ax - px ) * ( by - py ) >= ( bx - px ) * ( ay - py ) &&
-           ( bx - px ) * ( cy - py ) >= ( cx - px ) * ( by - py );
+function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {
+    return (cx - px) * (ay - py) >= (ax - px) * (cy - py) &&
+           (ax - px) * (by - py) >= (bx - px) * (ay - py) &&
+           (bx - px) * (cy - py) >= (cx - px) * (by - py);
+}
 
+// check if a point lies within a convex triangle but false if its equal to the first point of the triangle
+function pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, px, py) {
+    return !(ax === px && ay === py) && pointInTriangle(ax, ay, bx, by, cx, cy, px, py);
 }
 
 // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
-function isValidDiagonal( a, b ) {
-
-	return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // doesn't intersect other edges
-           ( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible
-            ( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors
-            equals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case
-
+function isValidDiagonal(a, b) {
+    return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // dones't intersect other edges
+           (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible
+            (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors
+            equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case
 }
 
 // signed area of a triangle
-function area( p, q, r ) {
-
-	return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
-
+function area(p, q, r) {
+    return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
 }
 
 // check if two points are equal
-function equals( p1, p2 ) {
-
-	return p1.x === p2.x && p1.y === p2.y;
-
+function equals(p1, p2) {
+    return p1.x === p2.x && p1.y === p2.y;
 }
 
 // check if two segments intersect
-function intersects( p1, q1, p2, q2 ) {
-
-	const o1 = sign( area( p1, q1, p2 ) );
-	const o2 = sign( area( p1, q1, q2 ) );
-	const o3 = sign( area( p2, q2, p1 ) );
-	const o4 = sign( area( p2, q2, q1 ) );
+function intersects(p1, q1, p2, q2) {
+    const o1 = sign(area(p1, q1, p2));
+    const o2 = sign(area(p1, q1, q2));
+    const o3 = sign(area(p2, q2, p1));
+    const o4 = sign(area(p2, q2, q1));
 
-	if ( o1 !== o2 && o3 !== o4 ) return true; // general case
+    if (o1 !== o2 && o3 !== o4) return true; // general case
 
-	if ( o1 === 0 && onSegment( p1, p2, q1 ) ) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
-	if ( o2 === 0 && onSegment( p1, q2, q1 ) ) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
-	if ( o3 === 0 && onSegment( p2, p1, q2 ) ) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
-	if ( o4 === 0 && onSegment( p2, q1, q2 ) ) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
-
-	return false;
+    if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
+    if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
+    if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
+    if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
 
+    return false;
 }
 
 // for collinear points p, q, r, check if point q lies on segment pr
-function onSegment( p, q, r ) {
-
-	return q.x <= Math.max( p.x, r.x ) && q.x >= Math.min( p.x, r.x ) && q.y <= Math.max( p.y, r.y ) && q.y >= Math.min( p.y, r.y );
-
+function onSegment(p, q, r) {
+    return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y);
 }
 
-function sign( num ) {
-
-	return num > 0 ? 1 : num < 0 ? -1 : 0;
-
+function sign(num) {
+    return num > 0 ? 1 : num < 0 ? -1 : 0;
 }
 
 // check if a polygon diagonal intersects any polygon segments
-function intersectsPolygon( a, b ) {
-
-	let p = a;
-	do {
-
-		if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
-			intersects( p, p.next, a, b ) ) return true;
-		p = p.next;
-
-	} while ( p !== a );
-
-	return false;
+function intersectsPolygon(a, b) {
+    let p = a;
+    do {
+        if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
+                intersects(p, p.next, a, b)) return true;
+        p = p.next;
+    } while (p !== a);
 
+    return false;
 }
 
 // check if a polygon diagonal is locally inside the polygon
-function locallyInside( a, b ) {
-
-	return area( a.prev, a, a.next ) < 0 ?
-		area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
-		area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
-
+function locallyInside(a, b) {
+    return area(a.prev, a, a.next) < 0 ?
+        area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :
+        area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;
 }
 
 // check if the middle point of a polygon diagonal is inside the polygon
-function middleInside( a, b ) {
-
-	let p = a,
-		inside = false;
-	const px = ( a.x + b.x ) / 2,
-		py = ( a.y + b.y ) / 2;
-	do {
-
-		if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
-			( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) )
-			inside = ! inside;
-		p = p.next;
-
-	} while ( p !== a );
-
-	return inside;
+function middleInside(a, b) {
+    let p = a;
+    let inside = false;
+    const px = (a.x + b.x) / 2;
+    const py = (a.y + b.y) / 2;
+    do {
+        if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&
+                (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))
+            inside = !inside;
+        p = p.next;
+    } while (p !== a);
 
+    return inside;
 }
 
 // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
 // if one belongs to the outer ring and another to a hole, it merges it into a single ring
-function splitPolygon( a, b ) {
-
-	const a2 = new Node( a.i, a.x, a.y ),
-		b2 = new Node( b.i, b.x, b.y ),
-		an = a.next,
-		bp = b.prev;
-
-	a.next = b;
-	b.prev = a;
+function splitPolygon(a, b) {
+    const a2 = createNode(a.i, a.x, a.y),
+        b2 = createNode(b.i, b.x, b.y),
+        an = a.next,
+        bp = b.prev;
 
-	a2.next = an;
-	an.prev = a2;
+    a.next = b;
+    b.prev = a;
 
-	b2.next = a2;
-	a2.prev = b2;
+    a2.next = an;
+    an.prev = a2;
 
-	bp.next = b2;
-	b2.prev = bp;
+    b2.next = a2;
+    a2.prev = b2;
 
-	return b2;
+    bp.next = b2;
+    b2.prev = bp;
 
+    return b2;
 }
 
 // create a node and optionally link it with previous one (in a circular doubly linked list)
-function insertNode( i, x, y, last ) {
+function insertNode(i, x, y, last) {
+    const p = createNode(i, x, y);
 
-	const p = new Node( i, x, y );
-
-	if ( ! last ) {
-
-		p.prev = p;
-		p.next = p;
-
-	} else {
-
-		p.next = last.next;
-		p.prev = last;
-		last.next.prev = p;
-		last.next = p;
-
-	}
-
-	return p;
+    if (!last) {
+        p.prev = p;
+        p.next = p;
 
+    } else {
+        p.next = last.next;
+        p.prev = last;
+        last.next.prev = p;
+        last.next = p;
+    }
+    return p;
 }
 
-function removeNode( p ) {
-
-	p.next.prev = p.prev;
-	p.prev.next = p.next;
-
-	if ( p.prevZ ) p.prevZ.nextZ = p.nextZ;
-	if ( p.nextZ ) p.nextZ.prevZ = p.prevZ;
+function removeNode(p) {
+    p.next.prev = p.prev;
+    p.prev.next = p.next;
 
+    if (p.prevZ) p.prevZ.nextZ = p.nextZ;
+    if (p.nextZ) p.nextZ.prevZ = p.prevZ;
 }
 
-function Node( i, x, y ) {
-
-	// vertex index in coordinates array
-	this.i = i;
-
-	// vertex coordinates
-	this.x = x;
-	this.y = y;
-
-	// previous and next vertex nodes in a polygon ring
-	this.prev = null;
-	this.next = null;
-
-	// z-order curve value
-	this.z = 0;
-
-	// previous and next nodes in z-order
-	this.prevZ = null;
-	this.nextZ = null;
-
-	// indicates whether this is a steiner point
-	this.steiner = false;
+function createNode(i, x, y) {
+    return {
+        i, // vertex index in coordinates array
+        x, y, // vertex coordinates
+        prev: null, // previous and next vertex nodes in a polygon ring
+        next: null,
+        z: 0, // z-order curve value
+        prevZ: null, // previous and next nodes in z-order
+        nextZ: null,
+        steiner: false // indicates whether this is a steiner point
+    };
+}
 
+function signedArea(data, start, end, dim) {
+    let sum = 0;
+    for (let i = start, j = end - dim; i < end; i += dim) {
+        sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
+        j = i;
+    }
+    return sum;
 }
 
-function signedArea( data, start, end, dim ) {
+class Earcut {
 
-	let sum = 0;
-	for ( let i = start, j = end - dim; i < end; i += dim ) {
+	/**
+	 * Triangulates the given shape definition by returning an array of triangles.
+	 *
+	 * @param {Array<number>} data - An array with 2D points.
+	 * @param {Array<number>} holeIndices - An array with indices defining holes.
+	 * @param {number} [dim=2] - The number of coordinates per vertex in the input array.
+	 * @return {Array<number>} An array representing the triangulated faces. Each face is defined by three consecutive numbers
+	 * representing vertex indices.
+	 */
+	static triangulate( data, holeIndices, dim = 2 ) {
 
-		sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
-		j = i;
+		return earcut( data, holeIndices, dim );
 
 	}
 
-	return sum;
-
 }
 
 /**

Разлика између датотеке није приказан због своје велике величине
+ 0 - 0
build/three.core.min.js


+ 32 - 26
build/three.webgpu.js

@@ -1973,8 +1973,10 @@ class ArrayElementNode extends Node { // @TODO: If extending from TempNode it br
 
 	generate( builder ) {
 
+		const indexType = this.indexNode.getNodeType( builder );
+
 		const nodeSnippet = this.node.build( builder );
-		const indexSnippet = this.indexNode.build( builder, 'uint' );
+		const indexSnippet = this.indexNode.build( builder, indexType === 'int' ? indexType : 'uint' );
 
 		return `${ nodeSnippet }[ ${ indexSnippet } ]`;
 
@@ -4744,7 +4746,7 @@ class OperatorNode extends TempNode {
 
 			return builder.getIntegerType( typeA );
 
-		} else if ( op === '!' || op === '==' || op === '&&' || op === '||' || op === '^^' ) {
+		} else if ( op === '!' || op === '==' || op === '!=' || op === '&&' || op === '||' || op === '^^' ) {
 
 			return 'bool';
 
@@ -4819,7 +4821,7 @@ class OperatorNode extends TempNode {
 			typeA = aNode.getNodeType( builder );
 			typeB = typeof bNode !== 'undefined' ? bNode.getNodeType( builder ) : null;
 
-			if ( op === '<' || op === '>' || op === '<=' || op === '>=' || op === '==' ) {
+			if ( op === '<' || op === '>' || op === '<=' || op === '>=' || op === '==' || op === '!=' ) {
 
 				if ( builder.isVector( typeA ) ) {
 
@@ -14371,7 +14373,7 @@ const getMorph = /*@__PURE__*/ Fn( ( { bufferMap, influence, stride, width, dept
 	const y = texelIndex.div( width );
 	const x = texelIndex.sub( y.mul( width ) );
 
-	const bufferAttrib = textureLoad( bufferMap, ivec2( x, y ) ).depth( depth );
+	const bufferAttrib = textureLoad( bufferMap, ivec2( x, y ) ).depth( depth ).xyz;
 
 	return bufferAttrib.mul( influence );
 
@@ -14587,31 +14589,35 @@ class MorphNode extends Node {
 
 			}
 
-			if ( hasMorphPosition === true ) {
+			If( influence.notEqual( 0 ), () => {
 
-				positionLocal.addAssign( getMorph( {
-					bufferMap,
-					influence,
-					stride,
-					width,
-					depth: i,
-					offset: int( 0 )
-				} ) );
+				if ( hasMorphPosition === true ) {
 
-			}
+					positionLocal.addAssign( getMorph( {
+						bufferMap,
+						influence,
+						stride,
+						width,
+						depth: i,
+						offset: int( 0 )
+					} ) );
+
+				}
 
-			if ( hasMorphNormals === true ) {
+				if ( hasMorphNormals === true ) {
 
-				normalLocal.addAssign( getMorph( {
-					bufferMap,
-					influence,
-					stride,
-					width,
-					depth: i,
-					offset: int( 1 )
-				} ) );
+					normalLocal.addAssign( getMorph( {
+						bufferMap,
+						influence,
+						stride,
+						width,
+						depth: i,
+						offset: int( 1 )
+					} ) );
 
-			}
+				}
+
+			} );
 
 		} );
 
@@ -65858,11 +65864,11 @@ class WebGPUAttributeUtils {
 			// patch for INT16 and UINT16
 			if ( attribute.normalized === false ) {
 
-				if ( array.constructor === Int16Array ) {
+				if ( array.constructor === Int16Array || array.constructor === Int8Array ) {
 
 					array = new Int32Array( array );
 
-				} else if ( array.constructor === Uint16Array ) {
+				} else if ( array.constructor === Uint16Array || array.constructor === Uint8Array ) {
 
 					array = new Uint32Array( array );
 

Разлика између датотеке није приказан због своје велике величине
+ 0 - 0
build/three.webgpu.min.js


+ 32 - 26
build/three.webgpu.nodes.js

@@ -1973,8 +1973,10 @@ class ArrayElementNode extends Node { // @TODO: If extending from TempNode it br
 
 	generate( builder ) {
 
+		const indexType = this.indexNode.getNodeType( builder );
+
 		const nodeSnippet = this.node.build( builder );
-		const indexSnippet = this.indexNode.build( builder, 'uint' );
+		const indexSnippet = this.indexNode.build( builder, indexType === 'int' ? indexType : 'uint' );
 
 		return `${ nodeSnippet }[ ${ indexSnippet } ]`;
 
@@ -4744,7 +4746,7 @@ class OperatorNode extends TempNode {
 
 			return builder.getIntegerType( typeA );
 
-		} else if ( op === '!' || op === '==' || op === '&&' || op === '||' || op === '^^' ) {
+		} else if ( op === '!' || op === '==' || op === '!=' || op === '&&' || op === '||' || op === '^^' ) {
 
 			return 'bool';
 
@@ -4819,7 +4821,7 @@ class OperatorNode extends TempNode {
 			typeA = aNode.getNodeType( builder );
 			typeB = typeof bNode !== 'undefined' ? bNode.getNodeType( builder ) : null;
 
-			if ( op === '<' || op === '>' || op === '<=' || op === '>=' || op === '==' ) {
+			if ( op === '<' || op === '>' || op === '<=' || op === '>=' || op === '==' || op === '!=' ) {
 
 				if ( builder.isVector( typeA ) ) {
 
@@ -14371,7 +14373,7 @@ const getMorph = /*@__PURE__*/ Fn( ( { bufferMap, influence, stride, width, dept
 	const y = texelIndex.div( width );
 	const x = texelIndex.sub( y.mul( width ) );
 
-	const bufferAttrib = textureLoad( bufferMap, ivec2( x, y ) ).depth( depth );
+	const bufferAttrib = textureLoad( bufferMap, ivec2( x, y ) ).depth( depth ).xyz;
 
 	return bufferAttrib.mul( influence );
 
@@ -14587,31 +14589,35 @@ class MorphNode extends Node {
 
 			}
 
-			if ( hasMorphPosition === true ) {
+			If( influence.notEqual( 0 ), () => {
 
-				positionLocal.addAssign( getMorph( {
-					bufferMap,
-					influence,
-					stride,
-					width,
-					depth: i,
-					offset: int( 0 )
-				} ) );
+				if ( hasMorphPosition === true ) {
 
-			}
+					positionLocal.addAssign( getMorph( {
+						bufferMap,
+						influence,
+						stride,
+						width,
+						depth: i,
+						offset: int( 0 )
+					} ) );
+
+				}
 
-			if ( hasMorphNormals === true ) {
+				if ( hasMorphNormals === true ) {
 
-				normalLocal.addAssign( getMorph( {
-					bufferMap,
-					influence,
-					stride,
-					width,
-					depth: i,
-					offset: int( 1 )
-				} ) );
+					normalLocal.addAssign( getMorph( {
+						bufferMap,
+						influence,
+						stride,
+						width,
+						depth: i,
+						offset: int( 1 )
+					} ) );
 
-			}
+				}
+
+			} );
 
 		} );
 
@@ -65858,11 +65864,11 @@ class WebGPUAttributeUtils {
 			// patch for INT16 and UINT16
 			if ( attribute.normalized === false ) {
 
-				if ( array.constructor === Int16Array ) {
+				if ( array.constructor === Int16Array || array.constructor === Int8Array ) {
 
 					array = new Int32Array( array );
 
-				} else if ( array.constructor === Uint16Array ) {
+				} else if ( array.constructor === Uint16Array || array.constructor === Uint8Array ) {
 
 					array = new Uint32Array( array );
 

Разлика између датотеке није приказан због своје велике величине
+ 0 - 0
build/three.webgpu.nodes.min.js


Неке датотеке нису приказане због велике количине промена

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